Ed Greenwood is a Canadian-born fantasy writer and the original creator of the Forgotten Realms game world. He began writing articles about the Forgotten Realms for Dragon magazine beginning in 1979, subsequently sold the rights to the setting to TSR, the creators of the Dungeons & Dragons roleplaying game, in 1986, he has written many Forgotten Realms novels, as well as numerous articles and D&D game supplement books. Ed Greenwood grew up in the upscale Toronto suburb of Don Mills, he began writing stories about the Forgotten Realms starting in the mid 1960s. Greenwood conceived of the Forgotten Realms as one world in a "multiverse" of parallel worlds which includes the Earth, he imagined such worlds as being the source of humanity's legends. Greenwood soon became a regular player, he used the Realms as a setting for his campaigns, which centered around the fictional locales of Waterdeep and Shadowdale, locations that would figure prominently in his writing. According to Greenwood, his players' thirst for detail pushed him to further develop the Forgotten Realms setting: "They want it to seem real, work on'honest jobs' and personal activities, until the whole thing into far more than a casual campaign."Beginning with the periodical's 30th issue in 1979, Greenwood published a series of short articles that detailed the setting in The Dragon magazine, the first of, about a monster known as The Curst.
He wrote voluminous entries to Dragon magazine, using the Realms as a setting for his descriptions of magic items and spells. In 1986, the American game publishing company TSR began looking for a new campaign setting for the Advanced Dungeons & Dragons game, assigned Jeff Grubb to find out more about the setting used by Greenwood in his articles for Dragon magazine. According to Greenwood, Grubb asked him "Do you just make this stuff up as you go, or do you have a huge campaign world?". TSR felt that the Forgotten Realms would be a more open-ended setting than the epic Dragonlance setting, chose the Realms as a ready-made campaign for AD&D 2nd Edition. Greenwood agreed to work on the project, began to prepare his Forgotten Realms material for official publication, he sent TSR a few dozen cardboard boxes stuffed with pencil notes and maps, sold all rights to the Realms for a token fee. The following year, Greenwood used this material as a basis for writing the Forgotten Realms Campaign Set along with coauthor Jeff Grubb.
The campaign setting was a major success, Greenwood continued to be involved with all subsequent incarnations of the Forgotten Realms in D&D. He retained the rights to his fictional universe and went on to write numerous Forgotten Realms novels. Many of these center around the wizard Elminster, whom Greenwood has portrayed at conventions and gaming events. Greenwood feels his work on the Realms that he likes best are "those products that impart some of the richness and color of the Realms, such as the novel I wrote with Jeff Grubb, Cormyr, he found that it has been easy to keep his enthusiasm for the Realms over the years, as so many people care about it, ask him questions about the world's lore, share with him what they have done. He has stated that the Forgotten Realms, as run by him in his own games, is more "dark" and edgy than it is in sanctioned, published works. Greenwood has been contributing editor and creative editor of Dragon magazine. Greenwood has published over two hundred articles in Dragon Magazine and Polyhedron Newszine, is a lifetime charter member of the Role Playing Game Association network, has been Gen Con Game Fair guest of honor many times.
Greenwood has written over thirty-five novels for TSR, written, co-written, or contributed to over two hundred books and game products from other publishers. Greenwood has contributed to The Book of All Flesh, an anthology based on All Flesh Must Be Eaten, written short stories based on the Silver Age Sentinels role-playing game. Greenwood's Castlemourn setting was published by Margaret Weis Productions, he is co-creator of the Mornmist fantasy setting. He has contributed to most Forgotten Realms gaming accessories, authored many more—including the detailed Volo's Guide series—and continues to DM his own campaign, he writes regular Realmslore columns for the Wizards of the Coast website. In addition to all these activities, Greenwood works as a library clerk and has edited over a dozen small press magazines; when not appearing at conventions, he lives in an old farmhouse in the countryside of Ontario. As of 1998, Greenwood lived in applegrowing country on Lake Ontario, still working full-time at the North York Community Library, as he had since 1974, continued to run his original Waterdeep campaign with the same core group he started with, albeit meeting only sporadically.
He has stated that it is important for people who do freelance writing for roleplaying games to be active as both players and as dungeon masters. Greenwood is an award-winning game designer, he was inducted into the Gamer's Choice Hall of Fame in 1992 and the Academy of Adventure Gaming's Hall of Fame in 2003. Shandril's Saga Spellfire.
Wizards of the Coast
Wizards of the Coast LLC is an American publisher of games based on fantasy and science fiction themes, an operator of retail stores for games. A basement-run role-playing game publisher, the company popularized the collectible card game genre with Magic: The Gathering in the mid-1990s, acquired the popular Dungeons & Dragons role-playing game by purchasing the failing company TSR, experienced tremendous success by publishing the licensed Pokémon Trading Card Game; the company's corporate headquarters are located in Washington in the United States. Wizards of the Coast publishes role-playing games, board games, collectible card games, they have received numerous awards, including several Origins Awards. The company has been a subsidiary of Hasbro since 1999. All Wizards of the Coast stores were closed in 2004. Wizards of the Coast was founded by Peter Adkison in 1990 just outside Seattle and its current headquarters are located in nearby Renton; the company only published role-playing games such as the third edition of Talislanta and its own The Primal Order.
The 1992 release of The Primal Order, a supplement designed for use with any game system, brought legal trouble with Palladium Books suing for references to Palladium's game and system. The suit was settled in 1993. In 1991, Richard Garfield approached Wizards of the Coast with the idea for a new board game called RoboRally, but was turned down because the game would have been too expensive for Wizards of the Coast to produce. Instead, Adkison asked Garfield if he could invent a game, both portable and quick-playing, to which Garfield agreed. Adkison set up a new corporation, Garfield Games, to develop Richard Garfield's collectible card game concept called Manaclash, into Magic: The Gathering; this kept the game sheltered from the legal battle with Palladium, Garfield Games licensed the production and sale rights to Wizards until the court case was settled, at which point the shell company was shut down. Wizards debuted Magic in July 1993 at the Origins Game Fair in Dallas; the game proved popular at Gen Con in August 1993, selling out of its supply of 2.5 million cards, scheduled to last until the end of the year.
The success of Magic generated revenue that carried the company out from the handful of employees in 1993 working out of Peter's original basement headquarters into 250 employees in its own offices in 1995. In 1994, Magic won both the Mensa Top Five mind games award and the Origins Awards for Best Fantasy or Science Fiction Board Game of 1993 and Best Graphic Presentation of a Board Game of 1993. In 1994, Wizards began an association with The Beanstalk Group, a brand licensing agency and consultancy, to license the Magic brand. After the success of Magic, Wizards published RoboRally in 1994, it soon won the 1994 Origins Awards for Best Fantasy or Science Fiction Board Game and Best Graphic Presentation of a Board Game. Wizards expanded its role-playing game line by buying SLA Industries from Nightfall Games and Ars Magica from White Wolf, Inc. in 1994. In 1995, Wizards published another card game by Richard Garfield, The Great Dalmuti, which won the 1995 Best New Mind Game award from Mensa.
In August 1995, Wizards released Everway and four months closed its roleplaying game product line. Peter Adkison explained that the company was doing a disservice to the games with lack of support and had lost money on all of Wizards' roleplaying game products. In 1995, Wizards' annual sales passed US $65 million. Wizards announced the purchase of TSR, the cash-strapped makers of Dungeons & Dragons on April 10, 1997. Wizards acquired Five Rings Publishing Group for $25 million. Many of the creative and professional staff of TSR relocated from Wisconsin to the Renton area. Wizards used TSR as a brand name for a while retired it, allowing the TSR trademarks to expire. Between 1997 and 1999, the company spun off several well-loved but poorly selling campaign settings to fan groups, focusing business on the more profitable Greyhawk and Forgotten Realms lines. In Summer 1997, Wizards revisited the concept of a 3rd edition of Dungeons & Dragons, having first discussed it soon after the purchase of TSR.
Looking back on the decision in 2004, Adkison stated: "Obviously, had a strong economic incentive for publishing a new edition. And given the change in ownership we thought this would be an excellent opportunity for WotC to'put its stamp on D&D'." He "Set overall design direction" for the new edition of D&D. Wizards released the third edition of Dungeons & Dragons in 2000, as well as the d20 System. With these releases came the Open Game License, which allowed other companies to make use of those systems; the new edition of the D&D game won the 2000 Origins Award for Best Roleplaying Game. In 2002, Wizards sponsored a design contest which allowed designers to submit their campaign worlds to Wizards, to produce an original campaign world. In 2003 Wizards released version 3.5 of the d20 system. Wizards helped to celebrate the 30th anniversary of the D&D game at Gen Con Indy 2004. On August 2, 1997, Wizards of the Coast was granted U. S. Patent 5,662,332 on collectible card games. In January 1999, Wizards of the Coast began publishing the successful Pokémon Trading Card Game.
The game proved to be popular, selling nearly 400,000 copies in less than six weeks, selling 10 times be
Jacob Franklin "Frank" Mentzer III is an American fantasy author and game designer who worked on early materials for the Dungeons & Dragons fantasy role-playing game. He was an employee of TSR, Inc. from 1980–1986, spending part of that time as Creative Advisor to the Chairman of the Board, Gary Gygax. He founded the Role-Playing Games Association during his time with TSR. After Gygax was ousted from TSR at the end of 1985, Mentzer left TSR as well and helped him to start New Infinities Productions Inc.. When this venture failed, Mentzer left the gaming industry becoming the manager of a bakery. In 2008, he closed down this business and, two years announced he was returning to the gaming industry as a founding partner of a new publishing company, Eldritch Enterprises. Frank Mentzer was born in the Philadelphia suburb of Springfield, the older of two children. While attending Springfield High School, he started to play folk music, he played his first paid folk music concert at the opening of the Visitors' Center for the Liberty Bell and Independence Hall in downtown Philadelphia at age sixteen.
After Mentzer graduated from high school in 1968, his father, who worked for the National Park Service, moved the family to Maryland in order to work at Catoctin Mountain Park. Mentzer enrolled at West Virginia Wesleyan College, but he was interested in furthering his folk music career. With his father's advice on who in the NPS to contact, Mentzer was able to arrange to play concerts at various NPS sites. In 1972, he was hired by NPS to play a public concert in the White House gardens for inner-city children. At one point during the concert Pat Nixon, followed by national news crews, came to listen, a clip of Mentzer singing "If I Had a Hammer" subsequently appeared on national newscasts that evening. Following college graduation, Mentzer enrolled at Northeastern University for further studies in mathematics and physics. However, he subsequently moved back to the Philadelphia area, for a short time during the 1970s, he worked as the manager of a pinball arcade. In the mid-1970s, Mentzer and a friend taught themselves how to play the new role-playing game Dungeons & Dragons, he became part of a group of eight to twelve players who played several times a week.
In 1979, TSR, the company that published D&D, advertised for an editor. Although Mentzer was uninterested since he had no editorial or design experience, fellow player David Axler, who would go on to write an article for the December 1981 issue of Dragon magazine about how to determine the weather in the World of Greyhawk campaign setting,—urged him to apply. Mentzer relented and after a phone interview with TSR, he was hired for the editorial position, Tom Moldvay was hired as the new designer, in January 1980, Mentzer moved to Lake Geneva, Wisconsin. Soon after joining TSR, he was invited to participate in TSR's first "DM Invitational", a contest to choose D&D's best overall dungeon master. At Gen Con 1980, it was announced that Mentzer was the winner, he was awarded a silver cup and a gold dragon chain of office. Mike Carr of TSR had been contemplating starting a TSR-sponsored D&D fan club. Shortly after Mentzer won the DM Invitational, Carr approached him about taking on that task. Mentzer agreed to form some sort of group but, rather than a simple fan club, he was interested in promoting better quality role-playing during scored D&D events at conventions.
Mentzer felt that the system as it stood rewarded those players that stayed quiet at the table, in effect punishing good role-players. He came up with a scoring system where the dungeon master and the players all voted on, the best role-player at the table. With this in place, Mentzer formed the Role Playing Game Association, an organization that would promote quality role-playing and allow fans of role-playing games to meet and play games with each other. Mentzer wrote four RPGA tournament adventures set in his home campaign setting of "Aquaria", which he had been running since 1976. Mentzer envisioned them as becoming a part of Gary Gygax's World of Greyhawk setting, the first part of a new "Aqua-Oeridian" campaign set somewhere on Oerth outside of the Flanaess. In his review of Egg of the Phoenix, Ken Rolston called Mentzer "a clever and original designer", said that of all of the better-known adventure designers of the time he: "comes closest to creating scenarios in which the protagonists behave as if the game's rule books were physics texts describing the laws governing the workings of the universe".
Mentzer became involved with the auction of hobby gaming materials at Gen Con in 1983, has been involved with what is now called the world's largest game auction every year since then. Mentzer was soon promoted to Creative Director at TSR, one of the tasks he was given was to collate and revise the various rules sets for Basic D&D in such a way that no rules, monsters, or other material, developed for Advanced Dungeons & Dragons, were borrowed. Mentzer's third edition of the D&D Basic Set was used as the launching point for a five-box series, which would take characters from first level to godhood itself; this resulted in the Expert, Companion and Immortals bo
Lake Geneva, Wisconsin
Lake Geneva is a city in Walworth County, Wisconsin, USA. The population was 7,651 at the 2010 census. A resort city located on Geneva Lake, it is popular with vacationers from the Chicago and Milwaukee areas. Called "Maunk-suck" for a Potawatomi chief, the city was named Geneva after the town of Geneva, New York, located on Seneca Lake, to which early settler John Brink saw a resemblance. To avoid confusion with the nearby town of Geneva, Illinois, it was renamed Lake Geneva; the abutting lake is named Geneva Lake. In 1954, Lake Geneva was one of the three finalists for the location of the new United States Air Force Academy, but lost to Colorado Springs, Colorado. In 1968, the late Hugh Hefner built his first Playboy resort in Lake Geneva; the club closed in 1981 and in 1982 was converted into the Americana Resort, in 1993 to the present Grand Geneva Resort. Royal Records was a Lake Geneva music recording studio where artists such as Ministry from Chicago Psalm 69: The Way to Succeed and the Way to Suck Eggs album'92, Cheap Trick from Chicago Standing on the Edge album'85, Queensrÿche Empire 1990, Crash Test Dummies "Mmm Mmm Mmm Mmm" in'93, Iron Maiden, Nine Inch Nails from Cleveland Broken in'92, Skid Row have recorded albums.
Lake Geneva is located at 42°35′33″N 88°26′4″W. The city is situated on the northeast bay of Geneva Lake on flat ground, with some steep hills and bluffs. According to the United States Census Bureau, the city has a total area of 6.55 square miles, of which, 6.54 square miles is land and 0.01 square miles is water. As of the census of 2010, there were 7,651 people, 3,323 households, 1,879 families residing in the city; the population density was 1,169.9 inhabitants per square mile. There were 4,225 housing units at an average density of 646.0 per square mile. The racial makeup of the city was 87.6% White, 0.6% African American, 0.2% Native American, 1.5% Asian, 8.5% from other races, 1.6% from two or more races. Hispanic or Latino of any race were 17.3% of the population. There were 3,323 households of which 27.9% had children under the age of 18 living with them, 40.2% were married couples living together, 11.3% had a female householder with no husband present, 5.0% had a male householder with no wife present, 43.5% were non-families.
36.6% of all households were made up of individuals and 15.5% had someone living alone, 65 years of age or older. The average household size was 2.28 and the average family size was 3.02. The median age in the city was 39.8 years. 22.7% of residents were under the age of 18. The gender makeup of the city was 47.5% male and 52.5% female. As of the census of 2000, there were 7,148 people, 3,053 households, 1,801 families residing in the city; the population density was 1,425.1 people per square mile. There were 3,757 housing units at an average density of 749.0 per square mile. The racial makeup of the city was 90.81% White, 0.90% African American, 0.11% Native American, 1.08% Asian, 0.06% Pacific Islander, 5.16% from other races, 1.89% from two or more races. Hispanic or Latino of any race were 14.75% of the population. As of the 2010 United States Census there were 7,651 people for a population growth of 7.04% from the 2000 United States Census to the 2010 United States Census. There were 3,053 households out of which 27.8% had children under the age of 18 living with them, 45.1% were married couples living together, 9.8% had a female householder with no husband present, 41.0% were non-families.
33.0% of all households were made up of individuals and 12.8% had someone living alone, 65 years of age or older. The average household size was 2.33 and the average family size was 3.01. In the city, the population was spread out with 23.0% under the age of 18, 9.8% from 18 to 24, 29.9% from 25 to 44, 22.4% from 45 to 64, 15.0% who were 65 years of age or older. The median age was 36 years. For every 100 females, there were 94.8 males. For every 100 females age 18 and over, there were 92.6 males. The median income for a household in the city was $40,924, the median income for a family was $54,543. Males had a median income of $38,930 versus $25,671 for females; the per capita income for the city was $21,536. About 4.7% of families and 7.2% of the population were below the poverty line, including 9.0% of those under age 18 and 5.5% of those age 65 or over. Lake Geneva Regional News is a Lee Enterprise-owned weekly newspaper, serving Lake Geneva and the surrounding area since 1872. WLKG, a hot adult contemporary-formatted radio station, is located in Lake Geneva.
The city of Lake Geneva operates under a mayor-council form of government. The city has four aldermanic districts with two representatives per district, it is managed by a full-time city administrator. The city has an elected attorney and part-time treasurer. Fogle, Phil. Grassroots—Lake Geneva: An Illustrated History of the Geneva Lake Area. Williams Bay, Wis.: Big Foot Publishing Company, 1986. Simmons, James. Annals of Lake Geneva, Wisconsin. 1835-1897. Lake Geneva, Wis.: The Herald, 1897. City of Lake Geneva Geneva Lake Museum of History Images of Lake Geneva: Historic photographs and postcards, at the University of Wisconsin–Madison Sanborn fire insurance maps: 1892 1900 1912
Margaret Edith Weis is an American fantasy and science fiction writer and author of dozens of novels and short stories. Along with Tracy Hickman, Weis is one of the original creators of the Dragonlance game world. Margaret Weis was born on March 1948, in Independence, Missouri, she discovered heroic fantasy fiction while studying at the University of Missouri: "I read Tolkien when it made its first big sweep in the colleges back in 1966," she said. "A girlfriend of mine gave me a copy of the books while I was in summer school at MU. I couldn't put them down! I never found any other fantasy I liked, just never read any fantasy after Tolkien."Weis graduated from MU in 1970 with a bachelor's degree in creative writing and literature. Weis first worked for a small publishing company in Independence. From 1972 to 1983 she worked for Herald Publishing House as advertising director and subsequently as director of Independence Press, Herald Publishing's trade division from 1981 to 1983. In the late 1970s and early 1980s, Weis wrote children's books about computer graphics, the history of Thanksgiving, the outlaws Frank and Jesse James, an adventure book at a second-grade reading level for prisoners with low literacy levels.
In 1983 Weis applied for a job as a games editor at TSR, Inc. that she saw advertised in Publishers Weekly. TSR hired her as a book editor, she worked in TSR's book division until 1986. One of her first assignments was to help coordinate, along with TSR colleague Tracy Hickman, "Project Overlord,", to include a novel and three AD&D modules. Weis and Hickman hired an author, who didn't work out. "By that time," said Weis, " and I were so into the project that we felt we had to write it.""Project Overlord" soon became known as Dragonlance and grew into a trilogy of novels, called the Dragonlance Chronicles, 15 linked modules. Jean Black, managing editor of TSR's book department, picked Hickman to write the series. "To my mind," said Weis, "what made the project so successful was that everyone was involved in it, excited about it, believed in it."Weis and Hickman wrote the Dragonlance Legends trilogy, published in 1986. As a writing team they produced several projects based on the Dragonlance saga, which included novels, short stories, art books, calendars in the product line.
Weis and Hickman left TSR, wrote the Darksword trilogy and the seven-book Deathgate Cycle for Bantam Books. Weis wrote the space opera Star of the Guardians novels, which she calls her favorite series that she has written. Weis was diagnosed with breast cancer, recovered in 1993, she published a game based on Mag Force 7 from 1994–96, married writer/game designer Don Perrin in 1996. Weis returned to Dragonlance in 1995 with Dragons of Summer Flame, written with Hickman, her next project was a solo novel called The Soulforge, based on her favorite character from the trilogy, the dark wizard Raistlin. In 1998, she began working with Hickman on Sovereign Stone, a fantasy trilogy in a setting created by artist Larry Elmore, published by Del Rey. Wizards of the Coast published a new trilogy of Dragonlance novels by Weis and Hickman called War of Souls, beginning with Dragons of a Fallen Sun. Weis completed the third novel in the Dragonvarld trilogy for Master of Dragons, her third novel in the Dark Disciple series and Blood, was released to stores on May 6, 2008.
She finished work on the first novel in the Lost Chronicles series with co-author Tracy Hickman, entitled Dragons of the Dwarven Depths. This was released in July 2006. In 1999 Pyramid magazine named Weis one of The Millennium's Most Influential Persons "at least in the realm of adventure gaming," and said she and Hickman are "basically responsible for the entire gaming fiction genre." Weis was inducted into the Origins Hall of Fame in 2002, recognized in part for "one game line turned literary sensation: Dragonlance."In the late 1990s, Larry Elmore approached Weis and Hickman to pitch his fantasy world of Loerem, which they agreed to write about in the Sovereign Stone trilogy of books. Weis formed the company Sovereign Press, with herself as CEO, to publish the Sovereign Stone roleplaying game written by Don Perrin and Lester Smith. To support the setting and Perrin wrote a short story called "Shadamehr and the Old Wives Tale" which appeared in Dragon #264. In 2002 Wizards of the Coast agreed to licence the Dragonlance setting to Sovereign Press for RPG publication.
In 2004, Perrin left Sovereign Weis founded the new company Margaret Weis Productions. In addition to her writing career, Margaret serves as the owner and chief officer of two publishing companies, including Sovereign Press, Inc. a game publisher based in Lake Geneva, Wisconsin. The company owned the license to Larry Elmore's Sovereign Stone RPG world, hence the name of the company, it now produces the Dragonlance line of game products, licensed from Wizards of the Coast. Her newest company, Margaret Weis Productions, publishes an RPG line based on several licenses including Serenity and Battlestar Galactica as well as Ed Greenwood's new solo venture into roleplaying, Castlemourn. Weis has served on the Board of Directors of Mag Force 7, Inc. the developer of the Star of the Guardians and Wing Commander Collectible Trading Card Game. Despite her career and fame as a fantasy author, Weis says. We
Robert J. Kuntz
Robert J. Kuntz is a game designer and author of role-playing game publications, he is best known for his contributions to various Dragons-related materials. Rob Kuntz was born September 1955 in Lake Geneva, Wisconsin, his older brother is Terry Kuntz. Kuntz learned about miniature wargames at age 13 while skimming through an issue of Playboy. Kuntz began playing boardgames and play-by-mail games. Kuntz met Gary Gygax in 1968. In 1972, at age 17 Kuntz lived just a few blocks away from Gygax, got to play in the second-ever game of Dungeons & Dragons set in the World of Greyhawk, taking on the role of a fighter named Robilar. In 1973, Kuntz began running his own "Castle El Raja Key" campaign for Gygax, his campaign world was known as Kalibruhn. By 1974, the group of D&D players sometimes included over 20 people, so Kuntz became the co-dungeon-master, allowing each dungeon master to referee groups of only a dozen players. Kuntz brought in some elements of his campaign into Greyhawk, some levels of El Raja Key were incorporated directly into Castle Greyhawk.
After Gygax formed TSR in 1973 and was hired as the company's first full-time employee in mid-1975, he was soon followed by Rob Kuntz, Terry Kuntz, Tim Kask, Dave Megarry. Kuntz was TSR's sixth employee and was hired to do shipping. Kuntz co-authored Gods, Demi-Gods & Heroes with James M. Ward; that same year Kuntz, along with Gygax and Brad Stock, redeveloped Fritz Leiber and Harry Fischer’s personal wargame Lankhmar for publication by TSR. His short fiction story "The Quest for the Vermillion Volume" appeared in The Strategic Review Vol. II #1, was the first fiction published by TSR. Gygax credits Kuntz with "substantial ideas" in Expedition to the Barrier Peaks, run at Origins II in 1976. Kuntz served in the company in many positions, as designer, Director of Shipping, columnist for the Dragon Magazine, Convention Chairman and oversaw the AD&D line's licensing to Judges Guild for a short time period; as a D&D player, Kuntz developed the character of Robilar, the first character to complete Tomb of Horrors, among other exploits.
Because of Kuntz' imaginative play of this character, Gary Gygax awarded him co-Dungeon Master status for Gygax's original Greyhawk home campaign. As Gygax's friend and co-DM, Kuntz influenced the development of the Greyhawk milieu. For example, Gygax adapted Kuntz' dark god "Tharzduun" into the entity known today as Tharizdun; the names of the characters Tzunk and Bilarro are anagrams for his character's names. Kuntz has authored or co-authored several D&D publications, including the first edition of Deities & Demigods. Kuntz wanted to move to design and write a supplement based on his world of Kalibruhn. Over the next several years, Kuntz got married; when Gygax was expanding Greyhawk in the early 1980s, he brought in Eric Shook and Kuntz to help manage the new work. Kuntz designed a two-part tournament adventure that he had first run in college, called "The Maze of Xaene", set in Greyhawk's Great Kingdom, focusing on its king Ivid V. Kuntz designed the board game "King of the Tabletop" with Tom Wham for publication in Dragon #77.
Kuntz authored WG5: Mordenkainen's Fantastic Adventure, drawn from some of his early adventures. Kuntz continued to play and participated as a judge in Gygax's Greyhawk campaign until Gygax closed it down following his exit from TSR. Kuntz left TSR when Gygax was forced out, was protective of his IP, not having signed the rights to Kalibruhn over to anyone. Kuntz created his own company to hold and protect his game world and other creations, thus formed Creations Unlimited in 1986; the company produced a linked set of four adventures: The Maze of Zayene, Part 1: Prisoners of the Maze, The Maze of Zayene Part 2: Dimensions of Flight, The Maze of Zayene, Part 3: Tower Chaos and The Maze of Zayene, Part 4: The Eight Kings. The company's fifth and final publication was Garden of the Plantmaster. Kuntz contributed a pair of adventures to TSR's Fate of Istus, one of which included a lich named "Xaene the Accursed". By 1988, New Infinities Productions' "Fantasy Master" line was planned to start detailing the Castle and City of Greyhawk as Gygax and Kuntz had envisioned them.
However, the company fell apart when New Infinities' investors forced it into bankruptcy, none of this work went into print. On May 16, 2001, Necromancer Games announced a partnership with Rob Kuntz, as they had secured a license to revise his Creations Unlimited adventures for d20. Necromancer Games reprinted the first three Maze adventures in 2001, he wanted to work on his unpublished and incomplete City of Brass, but due to delays on their publication of the "Maze of Zayene" serie
Dungeons & Dragons-related products
The Dungeons & Dragons fantasy role-playing game has spawned many related products, including magazines and video games. In 1975, TSR began publishing The Strategic Review. At the time, role-playing games were still seen as a subgenre of the wargaming industry, the magazine was designed not only to support D&D and TSR's other games, but to cover wargaming in general. In short order, the popularity and growth of D&D made it clear that the game had not only separated itself from its wargaming origins, but had launched an new industry unto itself; the following year, after only seven issues, TSR cancelled The Strategic Review and replaced it in 1976 with The Dragon. Although Dragon Magazine was designed to support the role-playing industry in general, it has always been a house organ for TSR's games with a particular focus on D&D. Most of the magazine's articles provide supplementary material for the game, including new races, spells, monsters and rules. Other articles will provide suggestions for players and DMs.
The magazine has published a number of well-known, gamer-oriented comic strips over the years, including Wormy, SnarfQuest, Knights of the Dinner Table, Dork Tower, The Order of the Stick. Between 1983 and 1985, TSR's UK branch published Imagine Magazine, it featured similar content to Dragon, focusing on Advanced Dungeons & Dragons. Imagine featured a monthly series of articles about a new campaign world, which were continued in the non-TSR magazine Game Master; some material that originated in Imagine was incorporated into Unearthed Arcana. In 1986, TSR launched a new magazine to complement Dragon. Dungeon Adventures, published bimonthly, published nothing but adventure modules for Dungeon Masters. While Dungeon now publishes other kinds of material as well, Dungeons & Dragons adventures remain its main focus. While many other magazines have or devoted themselves to supporting D&D, Dragon and Dungeon remain the only two official publications for the game. In 2002, Wizards of the Coast licensed the two magazines to Paizo Publishing.
Publication of both magazines ceased in September 2007 as the owning company opted for an online model, citing a downturn in the market for low-circulation specialty and hobby magazines. In total, there were 150 Dungeon issues released in print; the final 3rd Edition issue of Dragon was #362, the final 3rd Edition issue of Dungeon was #153. The online version of the magazines are up to issue 408 and 201 as of April 2012. A popular D&D animated television series was produced in 1983; the cartoon was based upon the concept of a small group of young adults and children who get transported to a D&D-based fantasy realm by riding a magical roller coaster. When they arrive, they are given potent magical weapons and must survive against the chromatic dragon Tiamat and a power-hungry nemesis called Venger, they are assisted in each episode by a gnome-like creature called Dungeon Master and a baby unicorn named Uni. A D&D movie was released in 2000 to negative critical reception. Dungeons & Dragons: Wrath of the Dragon God, a made-for-TV sequel, was first aired on the Sci-Fi Channel on October 8, 2005, receiving better critical reception, was released on February 7, 2006 on DVD.
This sequel is known by the alternate title Dungeons & Dragons 2: The Elemental Might. A third film was shot in 2011, Dungeons & Dragons: The Book of Vile Darkness. Warner Bros. has acquired rights to make a film based on Dungeons & Dragons, using a script written by David Leslie Johnson and will be produced by Roy Lee and Courtney Solomon. However and Wizards of the Coast has sued Sweetpea Entertainment, producer of the first three D&D movies, over its movie deal with Warner claiming that the movie rights have expired. In 2015, Warner Brothers announced they had reached a settlement with Hasbro's Allspark Pictures and Sweetpea Entertainment over rights and a new movie was in the works, it was announced on December 18, 2017, that Warner Bros. is no longer developing a Dungeons & Dragons movie. In 2003, a computer animated motion picture entitled Scourge of Worlds: A Dungeons & Dragons Adventure was produced for DVD, featuring the iconic characters created for the 3rd Edition; this is an interactive movie that asks viewers to decide what actions the heroes should take at crucial points in the story, allowing hundreds of different story-telling combinations.
A special edition was released that included more choices, two additional endings, the making of the Scourge of Worlds, the original version of film. The official Dragonlance Chronicles animated movie, Dragonlance: Dragons of Autumn Twilight was released straight to video in January 2008; the film stars the voices of Michael Rosenbaum as Tanis, Kiefer Sutherland as Raistlin, Lucy Lawless as Goldmoon, Michelle Trachtenberg as Tika. Many unique digital games had been sold under the D&D license. A significant number of these games were published by Strategic Simulations, Inc.. Most, but not all, are role-playing video games that use rules derived from some version of the D&D rules. Many of the games were released on multiple platforms, including personal computers and handheld devices. Notable titles include: Several hundred novels have been published based upon Dungeons & Dragons. Fantasy Grand Master Andre Norton's novel Quag Keep, published in 1979, was set in Greyhawk, making it the first novel to use a D&D campaign setting.
Throughout the early 1980s, TSR printed several series of gamebooks of varying complexity under series titles s